Lifestyle
International Businessman Gome Gomez’s Covid-19 Virtual Fundraiser Helped Prepare Healthcare Personnel In Mexico
In May, Guadalajara, Mexico-based businessman, Gome Gomez, hosted a private virtual fundraiser to secure indispensable personal protective equipment for frontline healthcare workers in his home state of Jalisco. Gomez, who holds leadership positions within various companies, understood the importance of helping protect medical personnel so they could safeguard public health. Local business executives Francisco Padilla and Roberto Romero aided Gomez with key activities in organizing the event. Gerardo Zamora, a Mexican talent manager, helped coordinate several artist performances. Their efforts helped ensure safer working environments in various clinics and hospitals.
The charity event entailed DJ sets by talented performers from around the world: Diplo, Ten Walls, Sharam Jey, and Iñigo Vontier, among other artists. Attendees were asked to contribute $40 or more towards the Ahora Te Cuido Yo (Now I Look After You) NGO. Gomez offered to cover the cost for potential attendees who could not donate at the time due to the pandemic. For weeks following the event, the donation link remained live, and the event raised a total of more than $35,000 for the initiative.
“Despite the pandemic being a global problem that stresses resources everywhere, we had guests from around the world, ranging from LA to Qatar, donating to help healthcare workers in Mexico. I was touched by the generosity of so many friends and acquaintances.”
Gomez asked Ahora Te Cuido Yo, the organization in charge of purchasing the medical gear and delivering it to the different public hospitals, that his personal donation of $10,000 go to help the secluded Native American area in the Northern part of Jalisco, which is one of the few places in México where the Wixárika people reside. Wixaritari is known in Mexico and abroad for producing intricate artistic depictions of their worldview using beadwork, yarn, and other mediums. Gomez’s family has a history of working with and supporting this ethnic group, both through Arte Kuu and through Fundación Wérika, two organizations started by Gomez’s mother, Martha Collignon.

After the Secretary of Health Jalisco, in coordination with Ahora Te Cuido Yo, dispersed the grant to vulnerable regions of the state, including the Wixárika communities in the North, the positive impact of Gomez’s fundraising did not go unnoticed. This month, Dr. Guillermo Islahuaca, the General Director of the Sanitation Region 1 Colotlán of the state of Jalisco, reached out to thank Gomez to represent the Wixárika villages that received aid. In an official letter, Gomez was thanked for the medical equipment that maintained healthcare workers’ safety while serving 853 COVID-19 patients across 28 rural clinics thus far.
Gomez’s selfless act helped medical staff respond quickly to patient surges. However, he does not plan to stop contributing to public health causes:
“Region 1 Sanitaria Colotlán has been proactive in working closely with the community. It serves to mitigate the virus’s spread and provide acute medical care for individuals who have already contracted the disease. Recently, they airlifted an 82-year-old woman with COVID out of this remote area to get treatment at a larger hospital. She thankfully made a quick recovery! I will personally continue supporting Dr. Islahuaca, Dr. Itzel Aguilar (founder of Ahora te Cuido Yo), and others who are doing their part in the COVID-19 battle. For now, I am told that Región 1 Sanitaria Colotlán feels well equipped regarding protective gear as we go into the colder months.”
Lifestyle
The Future of Youth Horror Gaming: Lonely Rabbit’s Midnight Strikes
Empty hallways echo with footsteps that aren’t yours. The carnival rides spin without passengers. Familiar spaces, the ones etched into childhood memory, twist into something menacing, something that watches. Lonely Rabbit’s Midnight Strikes arrives eight months before its completion, targeting a youth horror genre that is hungry for experiences that feel personal rather than purely fantastical. The indie studio searches for a publisher while building momentum for a game that weaponizes nostalgia, turning high schools and carnivals into theaters of psychological dread. As franchises age and audiences demand fresh scares, this PC title tests whether memory-based terror represents the next chapter in youth horror.
Maturing Past Jump Scares
Youth horror gaming shed its training wheels. Little Nightmares and Bendy and the Ink Machine proved that younger players crave atmospheric storytelling over cheap shocks, puzzle-solving over gore, and visual distinctiveness over recycled formulas. Bendy’s ink-soaked corridors attracted a massive audience, including children drawn to the characters despite the T-rating, because the experience felt emotionally authentic rather than condescending. Players now expect psychological tension woven through environmental details, stories told through decaying spaces, and cryptic objects scattered across levels.
The genre’s maturation reflects audiences who grew up solving Portal’s test chambers and exploring Limbo’s monochrome nightmares. Among the Sleep demonstrated the potency of perspective: experiencing horror through a toddler’s eyes made familiar domestic spaces feel uncanny and threatening. Fran Bow plunged players into hand-drawn asylum corridors where perception itself became unreliable, where puzzles demanded engagement with trauma and grief rather than simple pattern recognition. Modern youth horror respects its audience enough to disturb them thoughtfully, creating experiences that linger days after the screen goes dark.
Corrupted Childhood as New Territory
Midnight Strikes drags players through levels “reminiscent of their childhood memories”: the high school, the carnival, spaces universal enough to feel personal. Lonely Rabbit constructs what they describe as a “menacingly beautiful atmosphere filled with bizarre and terrifying creatures,” pairing monster survival with puzzle challenges that prioritize mood over mechanics. The game adopts a “cinematic and otherworldly feel” while grounding its terror in locations players actually inhabited, making fear feel intimate rather than abstract.
This memory-based direction distinguishes Midnight Strikes from fantasy settings that dominate youth horror. Deserted carnival rides and empty school corridors carry weight because players recognize them as such. Maybe the locker rows feel too narrow, maybe the Ferris wheel groans with a voice that shouldn’t exist, maybe the cafeteria smells wrong. The game challenges players to “survive their fear of the unknown” while navigating spaces that should feel known, creating cognitive dissonance that amplifies dread. Other developers exploring similar territory, such as Subliminal, which utilizes “nostalgic spaces” and “a rotting feeling that something is not quite right,” suggest that childhood corruption represents an emerging subgenre.
Lonely Rabbit’s approach weaponizes personal history. Every player attended school, visited carnivals, and formed memories in spaces designed for safety and joy. Corrupting those spaces turns nostalgia into a threat, asking audiences to confront distorted versions of their own experiences. The monsters inhabiting these environments become more than obstacles; they represent the fear that familiar places might betray us, that memory itself becomes unreliable when shadows move in the wrong direction.
Smaller Teams, Bigger Risks
Indie studios like Lonely Rabbit maneuver where larger publishers hesitate. Their two-month publisher search and pre-launch community building reflect changing pathways for games that defy established franchise formulas. Building a follower base before release creates market validation, proving that audiences want what you’re making before significant capital is committed. Transparency about development timelines and production milestones generates audience investment, turning potential players into advocates during the publisher search.
Midnight Strikes represents creative gambles major studios avoid when quarterly earnings loom. Smaller teams experiment with concepts, corrupted childhood spaces, memory-based horror, pand sychological tension prioritized over action mechanics, that might fracture focus groups but resonate with underserved audiences. Lonely Rabbit’s global distribution ambitions demonstrate indie confidence: build something distinctive enough, and geography becomes irrelevant when digital storefronts erase borders.
The next eight months determine whether Midnight Strikes defines a subgenre or remains an interesting experiment. If players respond to horror that mines personal history, if corrupted nostalgia proves more terrifying than fantasy monsters, other developers will follow this path. Lonely Rabbit’s gamble, that childhood spaces make better horror stages than alien planets or demon dimensions, could redefine what scares young players next. The studio’s publisher search tests whether the industry views memory-based terror as the future of youth horror or a niche curiosity. Either outcome writes the next page in a genre still learning what it can become.
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